You take two overlords of any flavor. (Anrakyr on a Barge, plain dude on a Barge, or whatever tickles your tickly thing)

One has in his Court a Cryptek of Destruction, with a Solar Pulse ('cause having 1st turn night fight is nice, not part of the trick) and 10 pts for defensive grenades. (Assaulting units don't get their +1 attack, part of the synergy). -- 65 pts

The other guy has in his court a Cryptek of Transmogrification with a Harp of Dissonance and Seismic Crucible. -- 65 pts

The Seismic Crucible allows the Cryptek to slow a single incoming assaulting unit by D3". The Harp is an infinite range S6 AP- shooting weapon with Entropic Strike.

Here's the not broken, but cheeky things you can do.

Attach these dudes to a unit of Immortals (like, MSU with Carbines or Gauss) or 10 warriors. Stick them in a forest if it has an objective and camp that objective. Marvel at how things almost can't assault you (if you have to roll difficult terrain and then you're reduced by D3" after that, I don't like your chances). If you're in the open, create your own difficult terrain, by shooting with your Cryptek's tremor stave.

For Shooting, the Harp and Lance work well together. If they both hit (BS4) The Harp has a 50% chance to lower armour on all facings by 1 before the Lance gets its pen roll.

If your shooting at troops, the tremor stave combines well with the lance too. Kill a high AP troop, and force a difficult terrain check for the next turn.

All this while you're camping an objective, preferably in a forest or ruin or something.

mindshackle scarabs give you the ability to see if you can turn one of your opponent's models against his own guys. randy had it happen to his swarmlord and it killed all of his own hive guard that were escorting it.

Mindshackle Scarabs, which are awesome, do the following. (not an exact quote of the book, this is paraphrased from my brain)

Pick one model in base-to-base combat with the bearer *at random* before combat starts. That model must make a *leadership test* on 3D6 or it will hit its own unit D3 times when it's its turn to attack according to initiative sequence. These hits benefit from the strength, abilities, and any weaknesses associated with the close-combat weapons dudesauce is holding. The controlling player gets to pick which close combat weapon, if there's a choice. (I'll take the bolt pistol instead of the force sword please)

Basically, you take a dude out of combat and might kill a guy at the same time. If your name is "Randy" and your playing against "Mark" you always make this 3D6 test, even when you need 5 or less. *laughs*